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Thoughts on Skaven

Re: Thoughts on Skaven

Postby Punk on Sat Oct 17, 2009 11:20 pm

So a single furnace is that bad?
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mkistler wrote:They are so bad you are taking two of them?
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Re: Thoughts on Skaven

Postby mkistler on Sun Oct 18, 2009 2:30 am

Dude you can't touch it. Just getting into contact with the unit causes 2 toughness tests per model with no save.
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Re: Thoughts on Skaven

Postby D.Sanchez on Sun Oct 18, 2009 1:16 pm

So is the council gonna start giving out negative comp? Lol
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Re: Thoughts on Skaven

Postby slow hammer on Sun Oct 18, 2009 2:11 pm

mkistler wrote:Played my first game against Skaven last night using my WoC army. Overall I think the list is beast, it is very easy, VERY easy to take a 0 comp list. A lot of the toys a little ridiculous, and some of them are A LOT ridiculous. That said, I think you can build a fair "10 comp" list, but you will have to work at it and avoid the nasty stuff. Breakdown:

Slaves: I like the new slave rule where the explode. Its actually easier to get rid of them as they panic or break and just poof. Before they fled through the army and rallied in the backfield, or if they didn't rally and clogged up the backfield. Now they just poof and do a couple hits, to Skaven units as well, so its not that bad. Makes it a little harder to deal with them with little unit like Harpies or Marauder Horseman because the hits could do wounds to you, but overall I approve.

Clanrats: Same as before but cheaper and higher LD. I think they would be balacned at 4.5 points if you capped the rank bonus at +3LD. With no cap they should cost 6pts as its all too easy to have blanket LD10 in the army. No real complaints though.

Weapon Teams: Brian didn't use the Warpfire thrower although seeing what the others do the WFT is going to be insane. No partials is a HUGE change to the game and really makes ranked infantry even worse than it already is. The Hamster wheel is ok, it does nice damage but it also has to expose itself to charge making it an easy target for shooting or magic. The Mortar is a bit over the top, but just a bit. The fact that it can move AND fire and use the parent units LoS is just too much. It scatter double when it does so, which we played wrong in the game, but a hit is still a hit. It did make a difference as Brian halved my Chaos Knights with a mortar shot and got a wound on my Chariot which later died. Wasn't enough to give me the win though so no big deal. I think if this thing had to use its own LoS it would be ok. Just the fact that you can hide it is dumb, nothing in the game shoots like that.

Censer Bearers: No real change. They are still pretty nasty and the magic cna really enhance them (=1T to enemy and Poison) but they are still T4 with no save so die in the same way.

Monks+Furnace: Never engaged the unit so I can't say for sure, but there is a reason I never engaged it. This thing is as broke as broke comes. 600pts or Unbreakable unengageable goodness. Fuck that. The only downside it has is the frenzy. I could easily see charging this thing in the rear with 6 Harpies and losing and forcing them to run off the board backwards. Its the only way I can think to deal with it as the 2 Toughness checks a turn own you before you even get to strike. Taking this is gonna put you right into the 0 comp bracket, and deservedly so.

Jezzails: Still -4 save which is ghetto. They took away skirmish which is awesome, but now they get a 3+ armor save. Le gay. Overall it makes little difference as they still do the same thing and die the same way, its just like kicking dirt in someones face during a fight, its just gonna piss them off more!

Doom Wheel: I need to see more of this to say for sure. It didn't do shit during our game and I killed it pretty easily, on the other hand you can't ignore it or it will smash you. It has the potential to just blow away monster and stuff right off the bat. Doesn't do much to infantry, the shooting anyway, and it does hurt itself with misfires. Probably not worth it as it won't help your comp and is a rock paper scissors unit. Model is bitchin though.

Abomination: By far the most broken thing in Warhammer. You thought the Hydra was bad and undercosted? Throw that bitch in the trash cause this is the new cheese. This thing is just retarded. It moves like a spwan so it can spin anyway it wants, and moves 3D6. Brian rolled something like a 14, 15, 16, 10, 15, 16 for movement so it just rolled right across the board. Sure it could roll a 5 and go nowhere but the threat of 18" movement makes it a total area denial weapon. Also face dice + skaven = I am not playing against you. It does roll randomly for its attacks but all the options are good and it has the answer for everything. For example Brian rolled 3D6 S6 attacks against my Chaos Warriors, then the D3 wound thing against my Chariot. Plus even if you bring it down it can come back or turn into free rat swarms? One of these is an automatic -1o comp and two is a straight up zero.

Magic: Need to see more before I make a final call. Brian cast the 13th spell once and rolled 36's so I couldn't stop it. It killed 21 Marauders. totally as busted as everyone thinks. The fucked up part is once again it makes US1 infantry even worse as the spell does not work against big stuff. Seriously is GW trying to make infantry go away entirely? The rest of the spells did not play a huge roll, although that may have been the matchup. He kept his casters away from my army so an 18" range really limits what they can do, on top of that I have 6 dice and a scroll. Plus Chaos generally has good magic D just by being tough and having good armor. I think when you get into the softer armies the magic is going to be brutal. -1T for the whole game is fucked up, especially against elves or skinks or some shit like that. Poison on your own troops is always good. The spell where all units takes hits is also nasty, although it does hit skaven units as well so there is some balance there. Vermintide is still ok.

Rules question: Only one came up so far - when the Furnace misfires on a 1 it takes D3 wounds. Do you get your ward against that? I'm inclined to say no as it just takes wounds, like instability for demons, but you could read it the other way.

First Impression: Pretty nasty. BUT you could build a balanced mid comp list that is fun to play with and against. You just have to avoid the obvious toys. Warlord, BsB, 2 Engineers, 3 Clanrats with 1 different team each, Stormvermin, rat gores... overall a hard but fair list. This army will demolish elves though, everything they have fucks over elves. Not a big deal with HE as they already get higher comp then they deserve, but DE have been scoring lower then they deserve, hopefully skaven will push DE into the 8-12 range where the belong.

The game was fairly back and forth and some shitty dice rolls on my part may have blown it for me. I cast Gatweay 4 times and miscast 4 times. 5th time I rolled a 13 to cast it. My hellcannon also blew up on turn 1 which sucked. And my marauder unit+ mage failed to rally on turn 6 and were dead. Had that unit lived + the knights back above 50% cause we played the mortar wrong it would have been a tie, which is not terrible all things considered.

Models are wicked. I almost want to do an army just to convert and paint them.


This all sounds very pleasant.

Question about the 13th spell: does it effect a unit of us1 modles that has a non us1 model attached to it?
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Re: Thoughts on Skaven

Postby mkistler on Sun Oct 18, 2009 5:08 pm

Don't know I didn't read the description.
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Re: Thoughts on Skaven

Postby slow hammer on Sun Oct 18, 2009 8:29 pm

share the love!

So what about non-infrantry in an infrantry unit? I would think it wouldn't work...
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Mooseman007 wrote:I lost my Black Orcs to WS 7 Zombies

Krimsonsythe wrote:the Lord's ability to lend WS 7 to ZOMBIES(!!!!!)

WickerNipple wrote:DoC was playtested! You should have seen the first draft!

Punk wrote: Your the best at theory hammer :rolleyes:
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